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Design PatternsDavid Talby

This Lecture Representing Data Structures

Composite, Flyweight, Decorator Traversing Data Structures

Iterator, Visitor

A Word Processor Pages, Columns, Lines, Letters,

Symbols, Tables, Images, ... Font and style settings per letter Frames, Shadows, Background,

Hyperlink attached to anything Unlimited hierarchy: Tables with

several Paragraphs containing hyper-linked images inside tables

Should be open for additions...

A Data Structure First, a uniform interface for simple

things that live in a document:class Glyph{ void draw(Window *w) = 0; void move(double x, double y) = 0; bool intersects(Point *p) = 0;

void insert(Glyph *g, int i) = 0; void remove(int i) = 0; Glyph* child(int i) = 0; Glyph* parent() = 0;}

Composite Documents

At Runtime

Unlimited Hierarchy problem solved Dynamic selection of composites Open for additions

2. Flyweight Use sharing to support a large

number of small objects efficiently For example, if every character

holds font and style data, a long letter will require huge memory

Even though most letters use the same font and style

How do we make it practical to keep each character as an object?

The Requirements Reduce the memory demands of

having an object per character Keep the flexibility to customize

each character differently

The Solution Intrinsic state = worth sharing Extrinsic state = not worth sharing

The Solution II Put extrinsic state in a class:

class CharacterContext {

Font* font;

bool isItalic, isBold, ...;

int size;

int asciiCode;

// many others…

draw(int x, int y) { ... }

// other operational methods

}

The Solution III Original class holds rest of state:

class Character : public Glyph {

CharacterContext *cc;

int x, y;

draw() {

cc->draw(x,y);

}

}

The Solution IV A factory manages the shared pool It adds the object to the pool if it

doesn’t exists, and returns it Here’s Character’s constructor:

Character(int x, int y, Font *f, …) {

this->x = x;

this->y = y;

this->cc =

factory.createCharacter(f, …);

}

The UML

The Fine Print There’s a lot of tradeoff in what is

defined as “extrinsic” Shared pool is usually a hash table Use reference counting to collect

unused flyweights Don’t rely on object identity

Different objects will seem equal

Known Uses Word processors

Average 1 flyweight per 400 letters Widgets

All data except location, value Strategy design pattern State design pattern

3. Decorator Attach additional features to an

objects dynamically For example, many features can be

added to any glyph in a document Background, Note, Hyperlink,

Shading, Borders, …

The Requirements We can freely combine features

An image can have a background,a border, a hyper-link and a note

Features are added and removed dynamically

Can’t afford a class per combination Should be easy to add new features

Don’t put it all in Glyph

The Solution Meet Decorator, a class for adding

responsibilities to another glyph: class Decorator : public Glyph

{

void draw() {

component->draw();

}

// same for other features

private:

Glyph *component;

}

The Solution II Define concrete decorators: class BackgroundDecorator

: public Decorator

{

void draw() {

drawBackground();

glyph->draw();

}

}

The Solution III Many decorators can be added

and removed dynamically:

Behavior can be added before and after calling the component

Efficient in space Order of decoration can matter

The UML

The Fine Print The Decorator class can be omitted

if there’s only one decorator or Glyph is very simple

The Glyph class should be lightweight and not store data

Known Uses Embellishing Document

Background, Border, Note, ... Communication Streams

Encrypted, Buffered, Compressed

Data Structure Summary Patterns work nicely together

Composite, Decorator, Flyweight don’t interfere

Data structures are not layered Instead, clients work on a Glyph

interface hiding structures of unknown, dynamic complexity

Saving and Loading Each Glyph should have “deep”

read() and write() methods Save to disk / Send over network

by simply writing the root Glyph object of a document

All optimizations saved as well! Also works on subtrees Little coding

Cut, Copy, Paste Cut = Detach a subtree Copy = Clone a subtree Paste = Attach a subtree

Also works on composite glyphs Glyphs should hold a reference to

parents for the cut operations Cloning of a flyweight should only

increase its reference count!

4. Iterator Traverse a data structure without

exposing its representation An extremely common pattern For example, a list should support

forward and backward traversals Certainly not by exposing its

internal data structure Adding traversal methods to List’s

interface is a bad idea

The Requirements Traversal operations should be

separate from List<G>’s interface Allow several ongoing traversals

on the same container Reuse: it should be possible to

write algorithms such as findItem that work on any kind of list

The Solution Define an abstract iterator class:

class Iterator<G> {

void first() = 0;

void next() = 0;

bool isDone() = 0;

G* item() = 0;

}

The Solution II Each data structure implementation

will also implement an iterator class: ListIterator<G> HashTableIterator<G> FileIterator<G> StringIterator<G>

Each data structure can offer more than one iterator: Forward and backward iterators Preorder, inorder, postorder

The Solution III For example: class BackwardArrayIterator<G> : public Iterator<G> {

Array<G> *container;int pos; public: BackwardArrayIterator(Array *a) { container = a; first(); }next() { --pos; }// other methods easy

}

The Solution IV A data structure’s interface should

return iterators on itself:class List<G>

{ Iterator<G>* getForwardIterator()

{ return new ListForwardIterator(this); }

Iterator<G>* getBackwardIterator() // similarly

} Now every LinkedList object can have

many active iterators

The Solution V Writing functions for containers:

void print(Iterator<int>* it) {

for (it->first(); !it->isOver(); it->next())

cout << it->item();}

Using them:print(myList->getBackwardIterator());

print(myTable->getColumnItr(“Age”));

print(myTree->getPostOrderIterator());

The Requirements II Some iterators are generic:

Traverse every n’th item Traverse items that pass a filter Traverse only first n items Traverse a computed view of items

Such iterators should be coded once It should be easy to combine such

iterators and add new ones Their use should be transparent

The Solution Use the Decorator design pattern For example, FilteredIterator<G>

receives another iterator and the filtering function in its constructor

It delegates all calls to its internal iterator except first() and next():void next() {

do it->next()while (!filter(it->item() &&

!it->isOver());}

The Solution II It is then easy to combine such generic

iterators Print square roots of the first 100

positive elements in a list:print(new LimitedIterator(100,

new ComputedIterator(sqrt, new FilteredIterator(positive, list->getForwardIterator()))));

Adding an abstract DecoratorIterator reduces code size if many exist

The UML

The Fine Print Everything is a container

Character strings Files, both text and records Socket streams over the net The result of a database query The bits of an integer Stream of random or prime numbers

This allows reusing the print, find and other algorithms for all of these

The Fine Print II Iterators may have privileged access

They can encapsulate security rights Kinds of abstract iterators

Direct access iterators Access the previous item

Robustness issues Is the iterator valid after insertions or

removals from the container? Iterators and the Composite pattern

Known Uses All major standard libraries of

popular programming languages STL for C++ The Java Collections Framework

New libraries for file, network and database access in C++ conform to STL’s iterators as well

5. Visitor Separate complex algorithms on a

complex data structure from the structure’s representation

For example, a document is a composite structure involved in many complex operations Spell check, grammar check,

hyphenation, auto-format, … How do we avoid cluttering Glyph

subclasses with all this code?

The Requirements Encapsulate complex algorithms

and their data in one place Outside the data structure Easily support different behavior

for every kind of Glyph Easily add new tools

The Solution Say hello to class Visitor:

class Visitor { public:

void visitImage(Image *i) { }void visitRow(Row *r) { }void visitTable(Table *t) { }// so on for every Glyph type

} Every tool is a subclass:

class SpellChecker : public Visitor

The Solution II Add to Glyph’s interface the ability to

accept visitors:void accept(Visitor *v) = 0;

Every glyph subclass accepts a visitor by an appropriate callback:class Image : public Glyph {

void accept(Visitor *v) { v->visitImage(this); }

This way the visitor is activated for the right kind of glyph, with its data

The Solution III Initiating a spell check (one option):

Create a SpellChecker object root->accept(sc);

Graphic non-text glyphs will just ignore the visit This is why Visitor includes default empty

method implementations Composite glyphs also do nothing

They can forward the visit to children. This can be coded once in CompositeGlyph

The Solution IV Easy to add operations

Word count on characters Filters such as sharpen on images Page layout changes on pages

Works on any glyph In particular, a dynamic selection

as long as it’s a composite glyph Adding a tool does not require

recompilation of Glyph hierarchy

The UML

The Fine Print The big problem: adding new Glyph

subclasses is hard Requires small addition to Visitor, and

recompilation of all its subclasses How do we traverse the structure?

Using an iterator From inside the accept() code From inside the visitxxx() code

Visitors are really just a workaround due to the lack of double dispatch

Known Uses Document Editors

Spell Check, Auto-Format, … Photo Editors

Filters & Effects Compilers

Code production, pretty printing, tests, metrics and optimizationson the syntax tree

Summary Pattern of patterns

Encapsulate the varying aspect Interfaces Inheritance describes variants Composition allows a dynamic

choice between variants Design patterns are old, well known

and thoroughly tested ideas Over twenty years!

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